CosmoNode is a powerful node-based procedural geometry system for Unity that enables developers to create, modify, and process meshes using an intuitive visual graph workflow. Inspired by the procedural approaches used in Blender Geometry Nodes and Houdini, CosmoNode brings a flexible, non-destructive geometry pipeline directly into Unity.
Procedural Geometry with Visual Nodes
With CosmoNode, complex mesh operations can be built visually using nodes instead of code. Geometry can be generated, transformed, combined, and processed through a modular graph, allowing you to build parametric systems that remain easy to edit and extend.
This workflow allows you to:
Because graphs are modular, complex systems can be built by combining small reusable operations, making projects easier to maintain and expand.
Built for Runtime Geometry
A core focus of CosmoNode is full runtime support.
The same graphs used during development can run directly in-game, enabling dynamic geometry creation and modification while your application is running.
This makes CosmoNode ideal for:
Graph parameters can be controlled from scripts or gameplay systems, allowing geometry to react dynamically to player input, gameplay events, or simulation data.
Flexible Geometry Processing
CosmoNode includes a wide range of geometry operations that can be combined into powerful procedural systems.
Supported workflows include:
These tools allow you to construct everything from simple procedural shapes to advanced geometry systems.
Inspired by Blender and Houdini
CosmoNode combines ideas from modern procedural tools like Blender and Houdini, bringing a powerful procedural workflow directly into Unity.
Unlike traditional integrations, CosmoNode also supports fully dynamic runtime execution, allowing procedural graphs to generate and modify geometry while the game is running.
The result is a flexible workflow that combines artist-friendly visual tools with powerful runtime procedural systems, enabling both artists and programmers to create complex geometry pipelines directly inside Unity.
Why CosmoNode Instead of Blender or Houdini?
Tools like Blender and Houdini are powerful procedural modeling environments, but they are primarily designed for external asset creation pipelines. Geometry is usually generated in those tools and then exported into Unity as static meshes.
CosmoNode takes a different approach by bringing the procedural workflow directly inside Unity.
Native Unity Workflow
CosmoNode runs entirely within Unity, allowing you to create and edit procedural geometry without switching between multiple applications or managing export pipelines.
Full Runtime Support
Unlike most external procedural tools, CosmoNode graphs can run directly at runtime. Geometry can be generated, modified, or rebuilt dynamically while your application is running.
This enables systems such as:
By combining a Blender-like node workflow, Houdini-style procedural flexibility, and native Unity runtime execution, CosmoNode allows developers to build procedural systems that are fully integrated with their game logic and runtime environments.
Use Cases
CosmoNode enables a wide range of procedural workflows directly inside Unity. Its runtime-capable node system makes it suitable for both development-time tools and fully dynamic in-game systems.
Common use cases include:
Generate terrain features, structures, props, and environmental geometry through reusable procedural graphs.
Create dynamic worlds that are generated or modified while the game is running.
Build customizable assets whose shape and structure can be adjusted through parameters.
Create automated modeling workflows that generate complex geometry from simple inputs.
Allow players or gameplay systems to modify meshes dynamically during gameplay.
Build reusable systems that manipulate meshes through operations such as transformations, booleans, and attribute processing.
Example Workflows
Using CosmoNode, developers can build procedural systems such as:
Because CosmoNode graphs support runtime execution, these systems can be used both during development and directly inside the running game.